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Krowkie

To much animations > weird animations?

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I've been messing around with animations in-game using:

nul = this spawn { sleep 1; _this switchMove "" };

but when I made a group of soldiers all doing full workout with differant sleep's, this whas the result (after some time)

There kinda funny though. (first press the link, then enter the code. Re-click the link and you will see the images)

http://www.imagedump.com/view.php?file=562228.jpg code: comeonin

http://www.imagedump.com/view.php?file=562229.jpg code: comeonin

http://www.imagedump.com/view.php?file=562231.jpg code: comeonin

Can anyone help me?

Edited by Krowkie

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Your image host sucks. :) Requires some silly key.

Oh, hold in i'll post em next to it

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Wow, that's pretty cool letting circus midgets into the military. :) No idea what's causing that or how to fix it though.

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this is the full code i'm using:

this disableAI "MOVE";removeAllWeapons this; this setBehaviour "SAFE";nul = this spawn { sleep 0.1; _this switchMove "" };

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I know there are problems with animations called from the init fields, I can only imagine the same holds true for spawned from init fields.

Maybe move all the animation stuff to an external script?

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Maybe move all the animation stuff to an external script?

That whas the first plan, because I knew it would make thing's easier. But I just started learning about scripting yesterday, and i'm kind of rubbish at it.

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Wow that third picture is amazing.

I don't know what the problem is, especially if you're using animations that already exist in the game/made by BIS. I tried making my own custom human animations not too long ago, I had this problem with arm shortening but thats only because I didn't have enough keyframes between arm poses, so it just took the shortest possible route to the end position lol. How you're managing to pull it off with animations that already work haha, no idea :P

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this is the full code i'm using:

this disableAI "MOVE";removeAllWeapons this; this setBehaviour "SAFE";nul = this spawn { sleep 0.1; _this switchMove "" };

Thats totally crap. Let me explain why. :)

this disableAI "MOVE"; This wont force Units to stay somewhere. You have to add this too: this disableAI "Target";

this setBehaviour "SAFE"; Safe is default behavior, what you're looking for is: this setBehaviour "Careless";

sleep 0.1 Sleep is not working in unit init lines. And not working in triggers.

nul = this spawn There is no reason to execute it as spawn, which don't works in unit init line too i think.

_this Is a local variable and should not be used in the unit init line. Use just this without the _

For animations i suggest using a script. Its working better.

put this into the unit init:

nul = [this] execVM "animation.sqf";

animation.sqf:

_Unit = _this select 0;

_Unit switchMove "animation";

Or for looping playMove animations:

_Unit = _this select 0;

while {alive _Unit} do {
_Unit palyMove "animation";
sleep 30; // or how long the animation takes......
};

Funny pictures anyway :D

Edited by sxp2high

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sleep 0.1 Sleep is not working in unit init lines. And not working in triggers.

nul = this spawn There is no reason to execute it as spawn, which don't works in unit init line too i think.

Hi,

Well, sleep wont work in the init if he doesnt use the spawn command..=P

He is using the spawn command so he can use the sleep command.

And of course it works.

_neo_

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Whoops, ok.

Good to know. Usually i try to avoid using unit init lines. :)

Me too. But for what he is trying to achive is his best option. =D

_neo_

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It's a bug that happens even in BIS mission. Check the "basic training" mission on Utes: the two soldiers doing pushups sometimes "levitate" in the air...

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